Originally Posted by Burgee
Originally Posted by Dark_Ansem
I still fear that the divnity toolset is inadequate...


An unfounded fear that was created by people who couldn't be bothered to take the time to learn.

I have been able to make this toolset do every single thing I wanted it to do and more.

I really can't figure out why people keep saying it's bad.


As I said before, you knowing something does not equal everyone else, or indeed anyone but you, knowing something. Yes, what I am saying is that it's quite possible that your knowledge of the editor is on par with barely 5 people on this forum that REALLY know the editor. And none of them share their knowledge in a condensed way. Which is why modding is in a zombie state wink

The editor needs to be simple to use for simple things, it needs Wizards for common used functions (equipment, dialog and animation scripting), it needs a MAJOR overhaul of the scripting language (Else if!) and it needs to include a proper script guide inside the editor, not have us write dialog animation and movement scripts for characters in a different window with no syntax help etc.... It needs to support complicated modding and it needs to support import of new animated meshes, character models, races and stats and abilities, editing spells and creating new save/load routines for character stats and variables so they are kept between chapters in multiple modules (And not between 1 big module only)

Currently it does nothing of the sort.

Or basically, you can make mods, but you can't make TC's wink And TC's are where D:OS had the greatest potential. Sadly it's use of RadGameTools makes any hope futile. Even if the editor had superb Tutorials and superb Wizards, it uses RadGameTools. And that means we are locked out of major parts of the feature set we need to create TC's.